Ns2_Origin

killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
edited February 2013 in Mapping
<div class="IPBDescription">Heres the Workshop page: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=115795799[/url]</div>Hello, back in August I decided to start a remake of my favorite ns1 map, ns_origin. I loved this map for its unique feel and look as well as the lore it had with it.

<u><b>Back-story:</b></u>Although the origin of the Kharaa is shrouded in mystery, one of the very first human colonies to succumb to the alien scourge was a mining facility on a moon known as Freya IV. Perhaps the miners dug a little too deep, and released the Kharaa from their ancient sleep; none shall ever know, for those unlucky miners never lived to tell their tales. This lonely outpost became enshrined in TSA literature as "Colony Zero", the epidemiological epi-centre of the alien plague which soon ensued, as a result of bacterial contagion caused by the rash evacuation of the miners without due quarantine controls.

Within weeks, six other planets and moons in the same quadrant as Freya IV became contaminated by the Kharaa; facing the serious possibility of uncontrollable bacterial spread, the TSA unwillingly placed a cordon sanitaire around the affected planets. No-one in, no-one out. The inhabitants of these accursed colonies were condemned to infested tombs.

One year on, unmanned probes, sent in by the TSA to monitor the situation, found something extremely strange - with the human "threat" vanquished, the Kharaa had apparently disappeared - no trace of them, other than organic infestation remains, could be found. Tentatively sending in a human scouting party, the TSA soon realised that the Kharaa were not gone, merely dormant; in the presence of humans, the Kharaa once again awoke. Reporting "chuckling creatures, skulking in the shadows", the scouting party beat a hasty retreat.

For the next 50 years, Freya IV was a strict no-go area. in the intervening time, however, the TSA had not been idle. Having identified the Bacterium as the basis for the Kharaa life-form, the TSA developed a bio-chemical weapon to combat it, dubbed "Nano-Penicillin". This weapon worked on the principle of destroying the Bacterium, and hence the Kharaa. In a symbolic act, Freya IV was chosen as the first infestation site to be cleansed with Nano-Penicillin, blanket-dropped upon the site by aerial probes. The mission was a success - the TSA's monitoring equipment could detect no signs of Bacterium.

As part of the TSA's ongoing Kharaa research, Freya IV became manned once more, as part of efforts to unravel the secrets of the Kharaa by investigating the source. A new science annex was constructed to study the Kharaa and Bacterium under laboratory conditions, safe in the knowledge that Nano-Penicillin could always be used in emergency situations.

Things did not go according to plan, however...

A hive, specially cultivated in the biodome, began giving birth to immense numbers of the gargantuan Onos Kharaa, whose angry roars echoed about the entire station. En masse, they began charging at the containment doors, denting it, buckling it, straining it to its limits. Panicking, the scientists manning the biodome released Nano-Penicillin into the biodome...to no effect. The Bacterium had evolved once more, and had become resistant. At last, the containment doors gave way, and the corridors of the complex on Freya IV seethed with angry Kharaa...

Once more, Freya IV was over-run. The TSA vowed never again to be so foolhardy and reckless as to believe they could confine and contain the Kharaa on human terms. Nevertheless, the scientists on Freya IV made unprecedented headway in Kharaa research, but this research stood to be lost if it could not be retrieved from Freya IV. One last foray was needed - one last journey to the origin of species, this time with a clear objective: search and destroy.

<u><b>Screenshots</b></u>

<img src="http://i.imgur.com/Ucxbs.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/seFIy.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/mpmmy.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/5aTjM.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/psdsl.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/2T61Q.jpg" border="0" class="linked-image" />
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Comments

  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    <img src="http://i.imgur.com/XaBnR.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/UDhvW.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/9UHbe.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/QdJ8J.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/e6Wag.jpg" border="0" class="linked-image" />
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    I hope some of those screens are a WIP because they are all too boxy and the brush work is very sub par. I know I am being negative, but this is my honest opinion.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Yes they are all WIP, it is my first map so Im just trying to get it out ASAP. After that I'll polish it some more
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    yeah origin was a cool map :) don't try to get it out asap though, why would you :) just keep posting screenshots!
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    Yeah don't rush, it's your first map. Good things take time :]
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    <!--quoteo(post=2045674:date=Dec 14 2012, 11:31 AM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Dec 14 2012, 11:31 AM) <a href="index.php?act=findpost&pid=2045674"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah don't rush, it's your first map. Good things take time :]<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good advice, its more of a rush to get it playtested than to finish and be done with it, until its at least a little similar in quality to the official maps.
  • TaneTane Join Date: 2004-10-25 Member: 32441Members, Constellation
    Origin was my personal favorite map in NS1 and generally it was one most played map in competitive level. There are many things that NS2 maps could learn from Origin. So I truly hope you understand complexity of the map and you aren't just making "cool" looking remake.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    I<!--quoteo(post=2045702:date=Dec 14 2012, 12:38 PM:name=Tane)--><div class='quotetop'>QUOTE (Tane @ Dec 14 2012, 12:38 PM) <a href="index.php?act=findpost&pid=2045702"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Origin was my personal favorite map in NS1 and generally it was one most played map in competitive level. There are many things that NS2 maps could learn from Origin. So I truly hope you understand complexity of the map and you aren't just making "cool" looking remake.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Dont worry it was my personal favorite too, both for its unique biodome and its gameplay,I plan on bringing it justice

    Also does any one recognize the areas in the screens?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Cool! I recognise a few of the rooms :)

    If this is your first map I would suggest following the same method Flaterectomy is doing with ns2_caged : <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121894" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=121894</a>

    He's basically creating a greybox of the entire original map with almost exact details that were in ns1.(some changes due to cysts and onos not climbing ladders etc)

    I think it would be a good way to learn how to do some advanced geometry in editor since you can focus on doing just the geometry without having to worry about textures and props and models etc Its also a very quick way to get the map up and running with most of its gameplay features representing the final product quite accurately.

    Once you know things work well you can go back and decorate and detail one room at a time :)

    That is of course if you want to do a very similar version of origin which it looks like you do :)
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    edited December 2012
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Ive finished the basic geometry, Ill finish up the more complex details and release ny first version around Friday, maybe later.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Ive uploaded my first version, all WIP

    Find it <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=115795799" target="_blank">here</a>
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Hello again! Ive done a bunch of bug fixing, about half of the bugs are gone, however the optimization isnt the best...Ill work on that
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Any screens of your map layout? Is it going to be identical to the ns 1 version or are you making some changes?
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    There are some changes but more or less, its the same as the NS1 counterpart. Ill update the OP with the workshop page aswell
  • QwiXXeRQwiXXeR Join Date: 2004-11-05 Member: 32640Members
    Hows this coming along :)
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    we need the commander views to work! You shorted that out yet? contact one of the mappers in our steam group to get some help if you need it! This is well overdue for testing
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    edited March 2013
    The map was fixed earlier this week, so testing can finally happen, BTW thank Flaterectomy for the fix
  • Rellik_ptRellik_pt Join Date: 2013-01-22 Member: 181205Members
    you realy need to fix the cargo zone for commander view, is realy hard to see where to go for the first time, since i only play comm that is the most anoying part
  • eliotmateliotmat Join Date: 2002-12-01 Member: 10350Members, Reinforced - Shadow
    I am so excited you are making this map!


    Thank you thank you!
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hey was great to finally play it with a commander today! Its a very interesting map and while I really enjoyed playing it I did feel slightly frustrated at a few points in the game.
    The problem with the layout is there's too routes connecting each area, and the vents really don't help matters. Especially when the marines get access to so many of them. This made it hard to pin the marines down in the end game, and was just a bit annoying rushing all around the map trying to deal with the odd marine that had sneaked through to chop our stuff.
    Now this is my personal opinion and I know you liked the vents in the original but they just don't work so well in ns2. if you want the map to succeed you have to be prepared to remove anything that causes frustration even if it was in the original. But its your map, and that's just my opinion on the vents. You'll have to see what the others say to get the general consensus on them.
    And to state the obvious some low long corridors are just death traps for aliens and boring in comparison to the other areas.
    I liked the more open rooms of the map, you used height variation well, and they're really fun to scrim in, More of that and less corridors/vents please :P
    Keep at it man, its got lots of potential!
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    edited March 2013
    @Howser The vents dont work in NS2 cause they were weldable in NS1, so unless I get a confirmation that weldable vents arnt coming to NS2 there gonna stay for a while. @Rellik_pt What do you mean by that? If you didnt know where to go just use your minimap thats why its there
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I'm pretty sure they're not coming back... I believe a prototype was tried and It didn't work,it caused problems with navigation for the AI and amongst other issues.
    my advice is make the game work with the current feature list. Moreover I was an alien and the marines were using the vents to be a general pain. If you're gonna build them so the marines can weld to control the alien movement, maybe they should be allowed to use them themselves?!
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    If the vents become a very big issue I'll cut a few of them but for now Ill just get a bunch of LOS blockers inside of them
  • Rellik_ptRellik_pt Join Date: 2013-01-22 Member: 181205Members
    edited March 2013
    i mean is realy hard to see form comm view, the minimap doesnt help because you got lots of wall or vetns blocking the the points where needs to be cysts, i need to put the camera in one position just to see the stairs for example in the left side, also the stairs that go to vent in cargo is barely noticible for the point of view and realy hard to cyst without bursting other cysts because of being so close. not easy to explain without showing to you.
  • 0ni0ni Join Date: 2012-08-30 Member: 156991Members
    The vents between biodome and the other tech point can't be left as they are. The vents are huge and plentiful, it makes for strange game play. The aliens can too easily avoid marines and the long hallways are not an option. Xenoform reasearch was a cool room. I had a very amusing time when I was pushed out of the map as a lerk and harassed people through the walls. You should have seen people freak out when I bite at them and they spaz around looking for an invisible lerk. You really need some stuff in some of those hallways if you want aliens to even think about going there.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    @0ni I have the halls filled with line of sight blockers now and Ive put something on the end of the biodome/vent hive so rines cant shoot the hive from the vent, if its still a problem I'll extend the vent and if its a problem after that I can easily remove the vent.
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    Here are my notes from the playtest:
    - I like the bright and colorful style. The (apparently) redesigned rooms (top left stuff) are really well designed (PLANTS!!!)
    - this long hallway with the Alien lifeforms in the test tubes is Alien unfriendly (try to flee through it with an Onos)
    - those long vents are a bit strange. As an Onos, you have to go through Cargo to get anywhere. The ventilation TP is isolated in this regard.
    - an Obs placed in the bottom center TP (Marine start I believe) will cover a big part of the western "east corridor", almost into cargo. This isn't really a problem per se, but felt a bit strange when it happened.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    So can you still not really cyst between the three hives without holding Cargo? This was a huge disadvantage for aliens in my opinion.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    You can cyst between Biodome and Ventilation without going through Cargo now, but to connect to Furnace you do need Cargo.
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